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[–] 23 points 1 month ago (5 children)

In era of hundreds of GB game, to see someone make game less than 2 MB is very surprising. it's like we going back to NES era where every game fit in one single cartridge, no update, no DLC, and no resources hogging, everything was smooth

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  • [–] 20 points 1 month ago* (last edited 1 month ago) (2 children)

    Many of the earlier SNES games were below 2 MB too, for example, Super Mario World is around half a MB, and A Link to the Past is around 1 MB.

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  • [–] 6 points 1 month ago

    This is more like a competition than anything, GameJams is an integral part of the indie games communities and something a fair share of developers likes doing.

    It's a way to try to come up with new concepts and get feedback on it. Often with one or more constraints/themes from the specific jam you're participating in

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  • [–] 3 points 1 month ago

    I used to copy Apple II games, and they ran in 48k and often shared a floppy. Some even did vector graphics, which was kind of like deep black magic back then. The Amiga (which could actually do graphics properly) people will tell you similar stories.

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  • [–] 2 points 1 month ago

    I did hear a point about general game dev trends which is how optimisation wasn't really a step in older games like it is now. When confined to the MB scale, or even just the finite scale of a single disc, the process wasn't one of bloat and then half-arsed optimization but hyper optimised from the get go. I don't think this shift is entirely the performance budget of modern games, but the multi-platform, limitless upper end, no disc limit design of modern games.

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